Clean up Renderengine caching semantics
* Add unbindExternalTextureBuffer, so that callers such as
BufferLayerConsumer can help manage the cache directly, which improves
system utilization.
* Remove the CacheHint, as it's no longer needed.
* Remove the backing image cache in BufferLayerConsumer, as it has not
been used. We still need a shadow array to properly callback into
RenderEngine, but we no longer need to store EGLImages here.
Bug: 123107664
Test: systrace
Test: open and close apps with GL composition forced, check for buffer
leakage through dumpsys
Change-Id: Ie48f99868dd46a4e18b5d659eea520e97a9eb300
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 5d0aa1e..8069a1a 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -626,22 +626,13 @@
}
status_t GLESRenderEngine::bindExternalTextureBuffer(uint32_t texName, sp<GraphicBuffer> buffer,
- sp<Fence> bufferFence, bool readCache) {
- return bindExternalTextureBuffer(texName, buffer, bufferFence, readCache,
- /*persistCache=*/false);
-}
-
-status_t GLESRenderEngine::bindExternalTextureBuffer(uint32_t texName, sp<GraphicBuffer> buffer,
- sp<Fence> bufferFence, bool readCache,
- bool persistCache) {
+ sp<Fence> bufferFence) {
ATRACE_CALL();
- if (readCache) {
- auto cachedImage = mImageCache.find(buffer->getId());
+ auto cachedImage = mImageCache.find(buffer->getId());
- if (cachedImage != mImageCache.end()) {
- bindExternalTextureImage(texName, *cachedImage->second);
- return NO_ERROR;
- }
+ if (cachedImage != mImageCache.end()) {
+ bindExternalTextureImage(texName, *cachedImage->second);
+ return NO_ERROR;
}
std::unique_ptr<Image> newImage = createImage();
@@ -678,35 +669,19 @@
}
}
}
-
- // We don't always want to persist to the cache, e.g. on older devices we
- // might bind for synchronization purposes, but that might leak if we never
- // call drawLayers again, so it's just better to recreate the image again
- // if needed when we draw.
- if (persistCache) {
- mImageCache.insert(std::make_pair(buffer->getId(), std::move(newImage)));
- }
+ mImageCache.insert(std::make_pair(buffer->getId(), std::move(newImage)));
return NO_ERROR;
}
-void GLESRenderEngine::evictImages(const std::vector<LayerSettings>& layers) {
- ATRACE_CALL();
- // destroy old image references that we're not going to draw with.
- std::unordered_set<uint64_t> bufIds;
- for (auto layer : layers) {
- if (layer.source.buffer.buffer != nullptr) {
- bufIds.emplace(layer.source.buffer.buffer->getId());
- }
+void GLESRenderEngine::unbindExternalTextureBuffer(uint64_t bufferId) {
+ const auto& cachedImage = mImageCache.find(bufferId);
+ if (cachedImage != mImageCache.end()) {
+ ALOGV("Destroying image for buffer: %" PRIu64, bufferId);
+ mImageCache.erase(bufferId);
+ return;
}
-
- for (auto it = mImageCache.begin(); it != mImageCache.end();) {
- if (bufIds.count(it->first) == 0) {
- it = mImageCache.erase(it);
- } else {
- it++;
- }
- }
+ ALOGV("Failed to find image for buffer: %" PRIu64, bufferId);
}
FloatRect GLESRenderEngine::setupLayerCropping(const LayerSettings& layer, Mesh& mesh) {
@@ -844,8 +819,6 @@
return fbo.getStatus();
}
- evictImages(layers);
-
// clear the entire buffer, sometimes when we reuse buffers we'd persist
// ghost images otherwise.
// we also require a full transparent framebuffer for overlays. This is
@@ -888,10 +861,8 @@
isOpaque = layer.source.buffer.isOpaque;
sp<GraphicBuffer> gBuf = layer.source.buffer.buffer;
-
- bool readCache = layer.source.buffer.cacheHint == Buffer::CachingHint::USE_CACHE;
bindExternalTextureBuffer(layer.source.buffer.textureName, gBuf,
- layer.source.buffer.fence, readCache, /*persistCache=*/true);
+ layer.source.buffer.fence);
usePremultipliedAlpha = layer.source.buffer.usePremultipliedAlpha;
Texture texture(Texture::TEXTURE_EXTERNAL, layer.source.buffer.textureName);